Equipment:Spell-Barrier[1]: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.Range: Self

Offensive Spells(Spell)D: 1d32+5: crit on 24-32+5Range: 40Channeling: A player may choose to channel a turn instead of casting an Offensive Spell or magical class ability, increasing the number of dice rolled for that ability by +1. Channeled Offensive Spells deal full damage to fortified.

Healing Spell: H: 1d32+5: crit on 24-32 +5Range: 40Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done.

Jai’Belore, Shaft of Sunlight: Mystic Item[Reach: +5ft range to basic attacks/healing and abilities][+1 to Mod damage/healing on basic attacks and abilities][+2 to Max damage/healing on basic attacks and abilities]

Class Abilities:Aura of Protection[1]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant. Range: 15ft

Atonement[2]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d21+6 and pick two targets - an enemy to attack and a compatriot to heal.

Crystalized Umbra[1]: The priest gathers a formidable current of shadowy magic into a sharp shadowy spear and fires it forward in a Beam Template dealing 2d20+1 damage to each target within the template. This beam will also heal allied targets for the amount rolled.Range: SelfPrestige Class: Sunshatter Ardent-5hp. +3 max and mod by +2 damage and healing.

Perception passive: +20 to perception

Causality[Passive]: At the start of the event, the Sunshatter Ardent may choose a single allied player to be buffed with Causality. Whenever the Sunshatter Ardent deals damage for the remainder of the event, that target player is healed for 50% of the damage dealt.Range: Self

Crusaders Fury[2]: The Sunshatter Ardent expends their magical power to strike at all of those near them. The Sunshatter Ardent deals 3d17+15 damage to all enemies foes within 5ft. All allied players within that radius are also healed for 50% of the damage dealt.Range: 5ft

Veteran Traits:Demon Slayer- Adds the trait of Versatile, which allows players to pick a skill from another class. Awarded to the Sunguard raid team for clearing Hellfire Citadel.Act IV Veteran- +1 Commander Point (Earned for participating in Act IV: The Winter of Woe).Adventurer- The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls.Athletic- The player may reroll a failed sprint roll once per event.Night Hunter - Night vision traitBloodborne- Immunity trait

Numisa Corvus, the Crow's Medal: Mystical Item[+10 to Max damage][+5 to Mod damage][+10 to March and Forced March distance]

Subunit:DawnmendersRank:Dawnward

Troop Choice:Dawnmender Guardians

Troop Abilities:Note: Dawnmender Guardians may heal for a turn instead of doing a direct melee attack.

Battlemending:When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.

Movement and Range:Range: Melee/ 35ftMovement: March: 80ft Forced March: 100ftCommander Points: 6Final Sacrament[1]Cost: 2 Commander PointsBonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.The last rites are the most important.

Desperate Intervention[Passive]Cost: 1 Commander PointBonus: Dawnmender Guardians may choose to heal two targets in their turn instead of one. Healing done between the targets are spread equally.“Heroic deeds bring out the best of us all.”

Blacksun WrathCost: 1 Commander PointBonus: Dawnmender Guardians can now mount Blacksun Coursers and gain the ability to use flanking charge on enemy targets and also gains penetrating assault. This increases their max March/Forced March range by 25ft. (+25max if attacking from the side/back)“There is a reason why the Blacksun Gate has never fallen and it has nothing to do with its towering walls.”

Venerated ClericCost: 1 Commander PointRetainerBonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.“Any soldier can become fearless when they have the support of a powerful healer at their back.”

Nightweaver AdherentCost: 1 Commander PointRetainerUnlocked: Nightfallen Resistance- The Edge of Night CampaignBonus: +5 to max and mod damage/healing. Grants the ability Arcanic Barrier[1]: For one turn, all healing onto a target will be added as a spellshield with a max of 50hp per unit. Minor action.The healers of the Nightwell use its powers to weave wounds together just as they use its power to destroy.